# junethack swashberry #################################################### ## Crawldragon's NetHack 3.6.0 configuration file ## ## v 1.2.3 - Last updated 2018-08-11 23:48 EST ## #################################################### ## TODO: Annotate for newbies :-) (I'll get around to this someday...) ## TODO: Reorganize options into more logical sections ## TODO: Standardize and compress menucolors ## Android-specific settings now available ## Unnecessary Hc Svnd Dracones section, previously used for options unknown to ## me, has finally been removed. ## New section added for online versions of NetHack ##################### # Table of Contents # ##################### # Global Settings ## Gameplay Settings ### Autopickup Exceptions ## Birth, Death, & Taxes ### Character Creation ### Conduct ## Personal Settings ## Display Settings ### Trap Colors (not yet implemented) ### Custom Symbols (annotated) ### Menucolors (annotated) ## Message Types (long!) # Android NetHack Settings # Telnet NetHack Settings (recommended for NAO and other online NH servers) ## Display Settings ### Custom Symbols ##################### ## Global Settings ## ##################### ## This section and the following subsections are for general versions of ## NetHack that you would play on your computer at home. There are separate ## sections at the bottom of this file specific to the Android and online ## (telnet, ssh) versions respectively. ##################### # Gameplay Settings # ##################### OPTIONS = menustyle:traditional,msg_window:single,pile_limit:2 OPTIONS = NOmouse_support,travel,number_pad:0 OPTIONS = autoopen,NOautodig OPTIONS = runmode:crawl OPTIONS = paranoid_confirm:quit attack Remove Confirm OPTIONS = !cmdassist OPTIONS = sortloot:loot OPTIONS = autopickup,pickup_thrown,pickup_types:$"=/% OPTIONS = packorder:$)0/([%!?"=+*`_ OPTIONS = !implicit_uncursed # Let this go to default because I don't think Android NetHack uses this # setting #OPTIONS = bones ## Autopickup Exceptions ## AUTOPICKUP_EXCEPTION = "> cursed.*" AUTOPICKUP_EXCEPTION = "> corpse.*" AUTOPICKUP_EXCEPTION = "> glob of .* (pudding|ooze|slime).*" AUTOPICKUP_EXCEPTION = "> rusty.*" AUTOPICKUP_EXCEPTION = "> corroded.*" AUTOPICKUP_EXCEPTION = "> rotted.*" AUTOPICKUP_EXCEPTION = "> burnt.*" AUTOPICKUP_EXCEPTION = "> partly eaten.*" AUTOPICKUP_EXCEPTION = "> worthless piece of .* glass.*" AUTOPICKUP_EXCEPTION = "> (rock).*" AUTOPICKUP_EXCEPTION = "> (luck|load)stone.*" ########################### # Birth, Death, and Taxes # ########################### OPTIONS = news,legacy,NOmail OPTIONS = tombstone,disclose:+o yi na ng -v yc ## Character Creation ## # I have commented these out because they seem to make Android NetHack want to # automatically generate a tourist for some reason #OPTIONS = role:Samurai OPTIONS = align:lawful OPTIONS = race:human ## Conduct ## # Note to self: The below line is a bad idea :-) #OPTIONS = nudist #OPTIONS = blind ##################### # Personal Settings # ##################### # Note that role, race, align, and gender can now be changed in-game during # character generation, so these options no longer fully restrict you. # I have commented these out because they seem to make Android NetHack want to # automatically generate a tourist for some reason #OPTIONS = name:Philip OPTIONS = gender:male OPTIONS = pettype:cat OPTIONS = catname:Seb OPTIONS = dogname:Trivia Time OPTIONS = horsename:Agro OPTIONS = fruit:bag of Five Guys #################### # Display Settings # #################### #OPTIONS=symset:IBMGraphics #OPTIONS=roguesymset:RogueWindows OPTIONS=boulder:` # Note: See "Custom Symbols" section for further symbol settings OPTIONS = use_darkgray OPTIONS = color OPTIONS = hilite_pile,hilite_pet OPTIONS = showrace OPTIONS = dark_room,lit_corridor OPTIONS = time # When viewing the #terrain, this will tell you how far the cursor is from you # to help you navigate. c for simple compass, f for full compass; m for map # Coordinates (x,y), s for screen coordinates (y,x) # (3.6.1 only) #OPTIONS = whatis_coord:f ## Trap Colors ## ## NOTE: NAO 3.6.0 doesn't like the TRAPCOLORS option anymore and I'm not ## aware of any available replacement. Hopefully this gets patched in at ## some point. (or implemented in a future version of NetHack? :-) ) # #TRAPCOLORS = 6 6 3 7 14 1 4 2 10 10 11 11 0 0 5 5 13 15 4 12 10 9 ## My rules for setting trap colors: ## 00 Black ..... Holes ## 01 Red ....... Explosive Traps (land mines) ## 02 Green ..... Gas Traps ## 03 Brown ..... Rock Trap ## 04 Blue ...... Object Traps (boulder trap, statue trap) ## 05 Magenta ... Teleport Traps ## 06 Cyan ...... Disarmable Traps (arrow, dart) ## 07 Gray ...... Squeaky Board ## 08 None ...... unused ## 09 Orange .... Polymorph ## 10 L Green ... Damage Traps (rust, fire, anti-magic) ## 11 Yellow .... [Spiked] Pit ## 12 L Blue .... Magic Traps ## 13 L Magenta . Portals ## 14 L Cyan .... Tool Traps (beartrap) ## 15 White ..... Webs ## Menucolors ## OPTIONS = menucolors # The general idea here is to make our menucolors as simple as possible. # You want these items to stand out in your inventory as much as possible, # so an abundance of colors can be distracting. I try not to use fancy # menucolors options that don't work in all terminals, such as underline, # for everyday concerns. # Damaged items # Display damaged items in black. Scrolls and spellbooks of blank paper are # shown in lite blue because of their usefulness. Enchanted items are shown # in green, and "must-have" items in bright green. # Note that if an item is blessed or cursed, or is an identified artifact, # that fact about it will take priority over its quality. MENUCOLOR=" (rusty|burnt|corroded|rotted)"=black MENUCOLOR=" partly eaten"=black MENUCOLOR=" diluted"=black # Handy items MENUCOLOR=" (unlabeled scroll|plain spellbook|blank paper)"=light blue MENUCOLOR=" magic marker"=light blue # The tools used to make handy items MENUCOLOR=" (clear potion|potion of water)"=light blue # Must-have items MENUCOLOR=" identify"=green&bold MENUCOLOR=" wishing"=green&bold # Shop (items you should pay for) MENUCOLOR=" \(unpaid, .+ zorkmids\)"=blue # BUC (taken and modified from ShivanHunter's RC file) # Red/Orange => Cursed items # (Light) Cyan => Blessed items # Yellow/Brown => (Un)holy water (different color because of its usefulness) # Gray/White => Uncursed items # Inverted colors are used for items which are of critical importance and # should thus catch one's attention quickly. MENUCOLOR=" blessed"=cyan MENUCOLOR=" holy"=yellow MENUCOLOR=" cursed"=red MENUCOLOR=" unholy"=brown # Cursed items currently in use or readied MENUCOLOR=" cursed .+ \((being worn|wielded|weapon in hand)\)"=red&inverse MENUCOLOR=" cursed .+ \(embedded in your skin\)"=red&inverse MENUCOLOR=" cursed .+ \(wielded in other .*\)"=red&inverse MENUCOLOR=" cursed .+ \(alternate weapon; not wielded\)"=red&inverse MENUCOLOR=" cursed .+ \(in (quiver|quiver pouch)\)"=red&inverse MENUCOLOR=" cursed .+ \(at the ready\)"=red&inverse # Artifacts MENUCOLOR="the blessed"=light cyan MENUCOLOR="the uncursed"=white MENUCOLOR="the cursed"=orange # Quest items # These get their own colors. The cheap plastic imitation is displayed in # black to distinguish it from the real deal. Note that the Amulet uses # inverted colors because of its importance in the game. # Note: These menucolors WILL NOT help you identify these objects in-game. MENUCOLOR="the.* Book of the Dead"=magenta MENUCOLOR="the.* Bell of Opening"=magenta MENUCOLOR="the.* Candleabrum of Invocation"=magenta MENUCOLOR="the.* Amulet of Yendor"=magenta&inverse MENUCOLOR="cheap plastic imitation of the Amulet of Yendor"=black&inverse ## Custom Symbols ## ## On your home distribution it's easier to customize symbols by editing the ## "symbols" file, but we can't do that on NAO, so we use the SYMBOLS option ## instead. ## These options assume that your client can handle the much neater IBM ## graphics; if they can not, see the Telnet NetHack Settings section at the ## bottom of this file. # Monster Symbols # # To free up G and prevent small monsters from getting a large glyph SYMBOLS=S_gnome: \x6c # l # To prevent use of ' as a monster glyph SYMBOLS=S_golem: \x47 # G #SYMBOLS=S_human: \x01 # unfilled smiley #SYMBOLS=S_kop: \x02 # filled smiley # ## Object Symbols # # #SYMBOLS=S_amulet: \xf6 # division symbol (to distinguish " from web) #SYMBOLS=S_ring: \xed # crossed-out circle (to distinguish = from wall) #SYMBOLS=S_book: \xeC # infinity symbol (to distinguish + from door) ##SYMBOLS=S_coin: \x9d # Yen symbol (cultural appropriation ftw!) ##SYMBOLS=S_coin: \x9c # Great British Pound symbol # ## Map Symbols # # #SYMBOLS=S_grave: \xb1 # +/- symbol so they don't look like walls #SYMBOLS=S_upladder: \xf9 # less-than-or-equals #SYMBOLS=S_downladder: \xfa # greater-than-or-equals #SYMBOLS=S_magic_portal: \xa7 # section symbol # ## Retro open doors #SYMBOLS=S_vodoor: \x2d # hyphen #SYMBOLS=S_hodoor: \x7d # vertical pipe # ## Double-line walls ## these are really cool looking! :-) #SYMBOLS=S_vwall: \xba #SYMBOLS=S_hwall: \xcd #SYMBOLS=S_tlcorn: \xc9 #SYMBOLS=S_trcorn: \xbb #SYMBOLS=S_blcorn: \xc8 #SYMBOLS=S_brcorn: \xbc #SYMBOLS=S_crwall: \xce #SYMBOLS=S_tuwall: \xca #SYMBOLS=S_tdwall: \xcb #SYMBOLS=S_tlwall: \xb9 #SYMBOLS=S_trwall: \xcc # # Better explosion characters: SYMBOLS=S_explode1: \x5c # \ SYMBOLS=S_explode2: \x7d # | SYMBOLS=S_explode3: \x3f # / SYMBOLS=S_explode4: \x3d # - SYMBOLS=S_explode6: \x3d # - SYMBOLS=S_explode7: \x3f # / SYMBOLS=S_explode8: \x7d # | SYMBOLS=S_explode9: \x5c # \ ################# # Message Types # ################# # Stolen (on 2016-01-13) from stth's 3.4.3 rc file: # http://alt.org/nethack/userdata/s/stth/stth.nh343rc # # http://nethackwiki.com/wiki/Options#MSGTYPE # http://bilious.alt.org/?397 # http://alt.org/nethack/forum/read.php?1,267 [2010-09-22] # # MSGTYPE=(hide|norep|show|stop) "" # # I edited this down significantly by using regexes instead of specifying every # single ####ing individual case (sorry, stth) # This particular entry I added simplifies things a *lot* because just about # every message in the game that starts with "you feel" is very important. # However, I removed all of the messages which tend to come after this, because # IMO if you still aren't paying attention after being stopped once then you # deserve whatever comes your way. MSGTYPE=stop "You feel .*" # amulet of strangulation MSGTYPE=stop "It constricts your .*!" MSGTYPE=stop "You find it hard to breathe." MSGTYPE=stop "Your .* is becoming constricted." MSGTYPE=stop "You're gasping for air." MSGTYPE=stop "Your blood is having trouble reaching your brain." MSGTYPE=stop "You can no longer breathe." MSGTYPE=stop "The pressure on your .* increases." MSGTYPE=stop "You're turning blue." MSGTYPE=stop "Your consciousness is fading." MSGTYPE=stop "You suffocate." # bullwhip MSGTYPE=stop ".* flicks a bullwhip towards your .*!" MSGTYPE=stop ".* wraps around .* you're wielding!" MSGTYPE=stop ".* yanks .* from your .*!" MSGTYPE=stop ".* yanks .* to the .*!" MSGTYPE=stop ".* snatches .*!" # drowning attack MSGTYPE=stop ".* swings itself around you!" MSGTYPE=stop ".* grabs you!" # experience gain/loss MSGTYPE=stop "Welcome to experience level .*" MSGTYPE=stop "(Goodbye|Fare thee well|Sayonara|Aloha|Farvel) level .*" # food poisoning MSGTYPE=stop "Ulch - that .* was tainted*!" # hunger MSGTYPE=stop "You are beginning to feel hungry." MSGTYPE=stop "You are getting the munchies." # hallu MSGTYPE=stop "You still have the munchies." # hallu MSGTYPE=stop "You are beginning to feel weak." MSGTYPE=stop "The munchies are interfering with your motor capabilities." # hallu MSGTYPE=stop ".* needs food, badly!" MSGTYPE=stop "You only feel hungry now." MSGTYPE=stop "You now have a lesser case of the munchies." # hallu MSGTYPE=stop "You faint from lack of food." MSGTYPE=stop "You regain consciousness." MSGTYPE=stop "You die from starvation." MSGTYPE=stop "You die from hunger and exhaustion." # illness MSGTYPE=stop "What a relief!" MSGTYPE=stop "You die from your illness." # mind flayer (these can get quite annoying) MSGTYPE=stop "You sense a faint wave of psychic energy." MSGTYPE=stop "A wave of psychic energy pours over you!" MSGTYPE=stop ".* locks on to your .*!" MSGTYPE=stop ".* concentrates." MSGTYPE=stop ".* tentacles suck you!" MSGTYPE=stop "You don't seem harmed." MSGTYPE=stop "Your helmet blocks the attack to your head." MSGTYPE=stop "Your brain is eaten!" MSGTYPE=stop "Your last thought fades away." MSGTYPE=stop "Unfortunately your brain is still gone." # near-death MSGTYPE=stop "You hear the (howling|wailing) of the (CwnAnnwn|Banshee)..." MSGTYPE=stop ".*, all your powers will be lost..." MSGTYPE=stop ".*, your life force is running out." MSGTYPE=stop ".* is about to die." # sliming MSGTYPE=stop "You .*don't feel very well." MSGTYPE=stop "You are turning a little .*." MSGTYPE=stop "Your .* are getting oozy." MSGTYPE=stop "Your .* begins to peel away." MSGTYPE=stop "You are turning into .*" MSGTYPE=stop "You have become a green slime." MSGTYPE=stop "You have become .*" # (failed) spell casting MSGTYPE=stop "You don't have enough energy to cast that spell." MSGTYPE=stop "You fail to cast the spell correctly." # stoning MSGTYPE=stop "You are slowing down." MSGTYPE=stop "Your .* are stiffening." MSGTYPE=stop "Your .* have turned to .*." MSGTYPE=stop "You have turned to .*." MSGTYPE=stop "You are a .*." # theft attack (incomplete) MSGTYPE=stop ".* stole .*" # vibrating square MSGTYPE=stop "You feel a strange vibration (beneath|under your) .*" # vomiting MSGTYPE=stop "You are feeling mildly nauseated." MSGTYPE=stop "You can't seem to think straight." MSGTYPE=stop "You suddenly vomit!" # Wizard of Yendor MSGTYPE=stop "You notice a .* glow surrounding you." MSGTYPE=stop "A voice booms out..." MSGTYPE=stop "So thou thought thou couldst .* me, fool." # see invisible MSGTYPE=stop "You thought you saw something!" MSGTYPE=stop "You tawt you taw a puttie tat!" MSGTYPE=stop "Your vision becomes clear." # telepathy MSGTYPE=stop "Your senses fail!" # (added by Crawldragon) # spam: hitting with a really obvious weapon-tool MSGTYPE=stop "You begin bashing .* with your .*" MSGTYPE=hide "You begin bashing monsters with your (pick-axe|iron hook|grappling hook)." # spam: mining--this message tends to get redundant after a while MSGTYPE=hide "You hit the .* with all your might." # stop: If the game deems it important enough for your character to stop, it's # probably important enough for you to worry about. MSGTYPE=stop "You stop .*" MSGTYPE=stop "Ouch!.*" # bear trap MSGTYPE=stop "A .* closes on your foot!" MSGTYPE=stop "You finally wriggle free!" MSGTYPE=stop "You fall into a pit!" MSGTYPE=stop "Your .* (feel|feels) better." MSGTYPE=stop ".* (yowls|yelps|snarls|squeals|screaks|wails|screams|gets angry)" # Are you tired of running into walls without realizing it? # Well, tire no more! (only works with mention_walls) MSGTYPE=stop "It's a wall." # spam: I'm sick of seeing this message when I try to clear the message window MSGTYPE=hide "Unknown command ' '." SYMBOLS=S_human: \x40 # @ (default) SYMBOLS=S_kop: \x4b # K (default) # Object Symbols # # These two symbols are my fallbacks for telnet; not every client can display # division symbols and other stuff, but I still want amulets and spellbooks # to look distinct, I use these ugly substitutions: SYMBOLS=S_amulet: \x38 # 8 SYMBOLS=S_book: \x37 # 7 #SYMBOLS=S_ring: \x3d # = (default, no longer clashes with walls) #SYMBOLS=S_coin: \x24 # $ (default) # Map Symbols # #SYMBOLS=S_grave: \x27 # ' (fallback, still looks different from wall) #SYMBOLS=S_upladder: \x3c # < (default) #SYMBOLS=S_downladder: \x3f # > (default) #SYMBOLS=S_magic_portal: \x5e # ^ (default) # Retro open doors # These can stay the same # Double-line walls # Restore all to default #SYMBOLS=S_vwall: \x7d # | #SYMBOLS=S_hwall: \x3d # - #SYMBOLS=S_tlcorn: \x3d # - #SYMBOLS=S_trcorn: \x3d # - #SYMBOLS=S_blcorn: \x3d # - #SYMBOLS=S_brcorn: \x3d # - #SYMBOLS=S_crwall: \x3d # - #SYMBOLS=S_tuwall: \x3d # - #SYMBOLS=S_tdwall: \x3d # - #SYMBOLS=S_tlwall: \x7d # | #SYMBOLS=S_trwall: \x7d # | # Better explosion characters # These can stay the same # aaaand the rest... #SYMBOLS=S_ndoor: \x3e # . #SYMBOLS=S_bars: \x33 # # #SYMBOLS=S_tree: \x33 # # #SYMBOLS=S_room: \x3e # . #SYMBOLS=S_corr: \x33 # # #SYMBOLS=S_litcorr: \x33 # # #SYMBOLS=S_fountain: \x7c # { #SYMBOLS=S_pool: \x7e # } #SYMBOLS=S_ice: \x3e # . #SYMBOLS=S_lava: \x7e # } #SYMBOLS=S_vodbridge: \x3e # . #SYMBOLS=S_hodbridge: \x3e # . #SYMBOLS=S_water: \x7e # } #SYMBOLS=S_vbeam: \x7d # | #SYMBOLS=S_hbeam: \x3d # - #SYMBOLS=S_sw_ml: \x7d # | #SYMBOLS=S_sw_mr: \x7d # |